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Force_Spring.cpp
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 #include "../../idlib/precompiled.h"
30 #pragma hdrstop
31 
32 #include "../Game_local.h"
33 
36 
37 /*
38 ================
39 idForce_Spring::idForce_Spring
40 ================
41 */
43  Kstretch = 100.0f;
44  Kcompress = 100.0f;
45  damping = 0.0f;
46  restLength = 0.0f;
47  physics1 = NULL;
48  id1 = 0;
49  p1 = vec3_zero;
50  physics2 = NULL;
51  id2 = 0;
52  p2 = vec3_zero;
53 }
54 
55 /*
56 ================
57 idForce_Spring::~idForce_Spring
58 ================
59 */
61 }
62 
63 /*
64 ================
65 idForce_Spring::InitSpring
66 ================
67 */
68 void idForce_Spring::InitSpring( float Kstretch, float Kcompress, float damping, float restLength ) {
69  this->Kstretch = Kstretch;
70  this->Kcompress = Kcompress;
71  this->damping = damping;
72  this->restLength = restLength;
73 }
74 
75 /*
76 ================
77 idForce_Spring::SetPosition
78 ================
79 */
80 void idForce_Spring::SetPosition( idPhysics *physics1, int id1, const idVec3 &p1, idPhysics *physics2, int id2, const idVec3 &p2 ) {
81  this->physics1 = physics1;
82  this->id1 = id1;
83  this->p1 = p1;
84  this->physics2 = physics2;
85  this->id2 = id2;
86  this->p2 = p2;
87 }
88 
89 /*
90 ================
91 idForce_Spring::Evaluate
92 ================
93 */
94 void idForce_Spring::Evaluate( int time ) {
95  float length;
96  idMat3 axis;
97  idVec3 pos1, pos2, velocity1, velocity2, force, dampingForce;
98  impactInfo_t info;
99 
100  pos1 = p1;
101  pos2 = p2;
102  velocity1 = velocity2 = vec3_origin;
103 
104  if ( physics1 ) {
105  axis = physics1->GetAxis( id1 );
106  pos1 = physics1->GetOrigin( id1 );
107  pos1 += p1 * axis;
108  if ( damping > 0.0f ) {
109  physics1->GetImpactInfo( id1, pos1, &info );
110  velocity1 = info.velocity;
111  }
112  }
113 
114  if ( physics2 ) {
115  axis = physics2->GetAxis( id2 );
116  pos2 = physics2->GetOrigin( id2 );
117  pos2 += p2 * axis;
118  if ( damping > 0.0f ) {
119  physics2->GetImpactInfo( id2, pos2, &info );
120  velocity2 = info.velocity;
121  }
122  }
123 
124  force = pos2 - pos1;
125  dampingForce = ( damping * ( ((velocity2 - velocity1) * force) / (force * force) ) ) * force;
126  length = force.Normalize();
127 
128  // if the spring is stretched
129  if ( length > restLength ) {
130  if ( Kstretch > 0.0f ) {
131  force = ( Square( length - restLength ) * Kstretch ) * force - dampingForce;
132  if ( physics1 ) {
133  physics1->AddForce( id1, pos1, force );
134  }
135  if ( physics2 ) {
136  physics2->AddForce( id2, pos2, -force );
137  }
138  }
139  }
140  else {
141  if ( Kcompress > 0.0f ) {
142  force = ( Square( length - restLength ) * Kcompress ) * force - dampingForce;
143  if ( physics1 ) {
144  physics1->AddForce( id1, pos1, -force );
145  }
146  if ( physics2 ) {
147  physics2->AddForce( id2, pos2, force );
148  }
149  }
150  }
151 }
152 
153 /*
154 ================
155 idForce_Spring::RemovePhysics
156 ================
157 */
159  if ( physics1 == phys ) {
160  physics1 = NULL;
161  }
162  if ( physics2 == phys ) {
163  physics2 = NULL;
164  }
165 }
virtual const idVec3 & GetOrigin(int id=0) const =0
float Normalize(void)
Definition: Vector.h:646
virtual void Evaluate(int time)
virtual void GetImpactInfo(const int id, const idVec3 &point, impactInfo_t *info) const =0
Definition: Force.h:45
idPhysics * physics1
Definition: Force_Spring.h:66
Definition: Vector.h:316
ID_INLINE T Square(T x)
Definition: Math.h:104
virtual void AddForce(const int id, const idVec3 &point, const idVec3 &force)=0
idVec3 velocity
Definition: Physics.h:72
idVec3 vec3_origin(0.0f, 0.0f, 0.0f)
#define vec3_zero
Definition: Vector.h:390
#define NULL
Definition: Lib.h:88
idPhysics * physics2
Definition: Force_Spring.h:69
virtual const idMat3 & GetAxis(int id=0) const =0
#define END_CLASS
Definition: Class.h:54
virtual void RemovePhysics(const idPhysics *phys)
Definition: Matrix.h:333
tuple f
Definition: idal.py:89
virtual ~idForce_Spring(void)
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
Definition: Class.h:110
GLsizei const GLcharARB const GLint * length
Definition: glext.h:3599
void SetPosition(idPhysics *physics1, int id1, const idVec3 &p1, idPhysics *physics2, int id2, const idVec3 &p2)
void InitSpring(float Kstretch, float Kcompress, float damping, float restLength)